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Trinity (originally Æon)

A science fiction game where players are humans with psychic powers in a space opera post-apocalyptic future where mankind is just reaching the stars.

Trinity is similar to many World of Darkness games in that there are roles (clans) when it comes to what powers you have. It is based on the Storyteller system and is the originator to the version Exalted uses.

Mechanical features of note:

Revision of old Storyteller: 7 is a success, 0 exploding, 1s without any success means critical failure. 1s don't cancel out successes. (You could paint your d10s for quick reference)

The Player's guide introduced a wonky, slightly different take on Mage's power system

Game testing

Creating characters
Create basic human, choose pyschic discipline, calculate psychic power level (which also shows how susceptible you are to getting injured when a bunch of people die),

In play

(Max Raven)
From a player perspective, it's pretty smooth. Dice pool is number of dots, count 7s, 0s and 1s. There are some wonky parts, for example with how more 1s is a worse failure and the powers feel a bit boxed in even if there's some options with the Faction books and the Player's Guide. The world part is physically divided from the rules and secrets part, which means you can focus on just the world, build a character and ignore the rest.

From a GM perspective, it's pretty fun. However, and this is nitpicking, there are some limitations on the space exploration bit in the setting and I recall there being more of a focus on backstory and current developments in the material than adventure seeds, which is unfortunate. There's good world building you can jump off from, it's just not easy and there is plenty of material that restricts rather than helps adventures.

Summary

Verdict (Max Raven): Fun in practice but for the GM the books aren't focused towards setting up adventures, which is partly an age and partly an ongoing industry problem.